Dwarf Wizard

Keldgrim Earthcrusher's page

2 posts. Alias of moafnsteel.


Full Name

Keldrim Earthcrusher

Race

Dwarf

Classes/Levels

Cleric/1

Gender

male

Size

medium

Age

55

Alignment

NG

Deity

Torag

Location

Sandpoint

Languages

Dwarven, Common, Celstrial

Occupation

priest

Strength 11
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 18
Charisma 12

About Keldgrim Earthcrusher

Offense and Defense:

HP: 8
BAB: 0
Fort: +2
REF: +0
WILL: +2

Melee: +0
Range: +0
CMD: +10 (+14 against bulrush and trip)
CMB: +0

AC:

Class and Racial Abilites:

Class Abilities:
Aura: Good
Channel Energy: 1d6, 30ft burst 3+CHA
Domains: Protection and Earth
Deities Favored Weapon: Warhammer
Spontaneous Casting: Cure Spells

Racial Abilties:
•Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
•Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
•Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
•Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
•Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
•Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
•Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
•Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Spells, Feats, Traits, Skills, Domains:

Skills: Knowledge (religion) +5, Knoweldge (planes) +5, Heal +8
Feats:

Earth Domain
Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.

Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).

Protection Domain:

Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

Equipment:


Background:

Keldgrim was born and raised in Sandpoint, not a common place for dwarves. It was said that Keldgrim’s family was shunned or banished by their people, but his parents always told him they left due to the ever increasing war with the orcs and wanted Keldgrim to live and be able to spread the word of Torag. His mother often told him it was a vision that led the family here and that Keldgrim was destined to do great things in the name of Torag. However, when Keldgrim was but 10 years old, his parents abandoned him at the steps of the local church and disappeared. Many rumors persist about what truly happened to them, and Keldgrim vows that one day he will find out the truth. Life in Sandpoint was quite boring for Keldgrim, he was raised by the local dwarven priests to devote everything he had to Torag, and lived in poverty and servitude most of his life. He always dreamed of returning to his people’s homeland one day, after he made a name for himself, but knows that his calling is to spread the word of Torag, and protect the people of Sandpoint. Never much for a fight, instead he prefers to use his divine powers to help others and try to solve problems without violence. Despite not liking violence Keldgrim is ever protective of his people and will do whatever it takes to keep them out of harm’s way. After spending his whole life in Sandpoint, Keldgrim is ready to venture out and spread the word of Torag, like he believes he is meant to.